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Product Info

Title
Inverse World
Author
Jacob Randolph, Brandon Schmelz
Publish Year
2014
Pages
354
Dimensions
6x9x.75"
NKG Part #
2147831590
Type
Softcover

Description

The Inverse World – so named by outsiders, who came from beyond the world’s crust. Inside, they found a massive, windy void, with a glowing star shining in the center. A ring of islands orbits this star, and far above lies a ceiling of stone. The Inverse World is on the inside of a planet, and could even be inside of an already existing campaign world, if you dig deep enough.

The locals call it a different name, however: Invells. Invells is a mystical place, where an imprisoned god casts light and rain up to the top of the world, and then it all drains back down to the center. The great god Sola is trapped in the center of Invells, a massive burning star that created the light and rain from which all life in Invells was formed. Well, most life.

Invells is a bizarre world, filled with all manner of flying fish, strange monsters, wondrous machinery, and Sola’s children, the three spirit-blessed races. Airships, great chains, and winged angels bridge the open gaps between the floating islands. Shanty towns of wood and iron cling to the top of the world. Great cities of light and gold are hidden within the sea of clouds surrounding Sola’s cage, a molten sea of gold with a god trapped inside. There is much to see, and all of it is just out of reach.

Inverse World is a supplement for the Dungeon World tabletop roleplaying game, set in Invells, a wholly different sort of fantasy world. There are no elves or dwarves (unless you want there to be), and the setting is designed to play to Dungeon World’s strengths and minimize its weaknesses.

This book includes new playbooks, new equipment, new hirelings, and new monsters. There are new rules for mounts and vehicles, so you can get from place to place on strange and exotic creatures or contraptions. And finally, there are rules on using and facing giant monsters and hazards, unique threats that challenge your players in ways that normal beasts and monsters will not.

This book also introduces the new setting of Invells, but it does so with full knowledge of Dungeon World’s strengths – nothing about Invells is locked in place except what the players say about it. Rather than list solid facts about anywhere, Invells is full of Rumors, and you play to find out what exactly is true.